Rodi wrote:The rules for draw are not good as it is, but simply counting AP would be a very bad idea, it would increase the number of players running away from the fight at some point just because they have a higher AP count. The rules, whatever they are, must "force" players to fight, not run to fetch a draw.
I agree. These rules would favor taking very few high ap, high dod units who can pick off a much weaker unit then run for the draw, or just run to a bottleneck and wait for the opponent and camp in a back corner or some other bottleneck. The other team will be forced to follow if they don't want the draw.
Imo, the best way is not to have a turn limit, but to have the edges of the map become progressively out of bounds after turn 10. By turn 12 or later you'll have a very small area left to fight, and someone will end up winning that thing. Anti-camping, anti-retreating solution all in one